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arramus

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Posts posted by arramus

  1. 1 hour ago, Burdog said:

    Hello. I am having an issue with Thor Hammer in the crafting menu when clicking on the icon I get a null reference exception error.

     

    Thank you. Just logging off for the night in my time zone and will be back in the morning to check it out and attempt to duplicate it.

    2 hours ago, PeNa1979 said:

    I just changed LOOT.xml, so there is a bigger probability to find those weapons :D lets see how and if it is working :D:D:D

     

    "

    lootgroup name="SnufkinCustomWeapons">
      <item name="turretAuger" prob="0.001" />
      <item name="Kronos XII" prob="0.001" />
      <item name="Vulcan" prob="0.001" />
      <item name="CrimsonHunter" prob="0.01" />
      <item name="Savery" prob="0.01" />
      <item name="PP-19 Bizon" prob="0.01" />
      <item name="Polearm" prob="0.001" />
      <item name="QuadShotgun" prob="0.01" />
      <item name="Railgun" prob="0.01" />
      <item name="Thor Hammer" prob="0.01" />
      <item name="CrossbowMag" prob="0.01" />
      <item name="meleeClubBaseballBatGlass" prob="0.01" />
      <item name="meleeClubBaseballBatKnife" prob="0.01" />
      <item name="meleeClubBaseballBatStar" prob="0.01" />
      <item name="metalbollard club" prob="0.001" />"

    Thank you. We can add them all into the loot list in the next update and then consider recipes as well. It'll take a bit of time but we'll get there. First off was to ensure the weapon test went well and as you are considering this stage of the mod, it seems so.

  2. 1 hour ago, PeNa1979 said:

    But one question i have - are those great weapons CRAFTABLE ??? Because if i type Kronos in workbench...nothing found 😮

    Good question. Here is Snufkin's comment on the crafting capability of these weapons using recipes.

     

    The base version includes the weapons, just a few of them with recipes and obtainable in normal gameplay. With the lootbox addon you get the machine and the lootbox system. You may find tickets on the enemy drops and hardened chests.

     

    Only a few have recipes, as they are prizes for a lootbox system we have on our server. I will add the missing recipes in the future.

     

    I take it that 'obtainable in normal gameplay' refers to looting but I am not 100% sure. Looking in the recipes.xml file the current craftable items are:

     

    Polearm

    RailgunAmmo

    Energy Cells

    Gamma Round

    Railgun

    CrossbowMag

    Thor Hammer

    StickyGrenade

    Stun Grenade

     

    It is certainly possible to add recipes for all weapons and a server Admin, Catman did that for his own server for the Newcomen weapon so far that I know of.

  3. 44 minutes ago, xxx73 said:

    Just tested latest version, really loving it, thanks for doing this :)

    One thing Im missing is localization file, there is several buffs I get that there is no information about, so a localization file for buffs would be great. Or maybe you have a old localization file to share?

     

    Hi xxx73.

     

    First I need to check the original Snufkin build to see if it was added. I don’t remember ever seeing it but need to check. Then I need to check some similar ones for other mods to see formatting. And then it’s always possible to localize even further to support more players. I’m away for a while with other responsibilities and you are welcome to make a start on checking the original versions or sharing a concept you feel works well. 

  4. 6 hours ago, Aenistris said:

    Edit2: I believe it's actually because too many Zombies are being spawned in general.

    Thank you for testing so much because it is very valuable quality control data and helps to consider settings.

     

    This adds to the post just before your post where Sunbursts reports a similar issue. On Sunburst’s server there is a spawn rate of 14 per player for Blood Moon events. The suggested solution was to lower this closer to default or reduce the probability for the Geist to spawn. A further solution offers an alternative entity groups file which allows all 15 Snufkin zombies to appear in a BM event and thereby reduce Geist’s chances to appear so often. 

     

    Geist is a formidable character. His electric bolts cause mayhem everywhere. In fact, he can even electrocute other Geist characters who get in the way. This effect is very demanding and it causes so many calculations for animations, texture interactions, and hit calculations. 

     

    In summary, the Geist is best seen as a rarer character in servers which allow higher than game spawn settings to be allowed. 

  5. 49 minutes ago, PeNa1979 said:

    I tested this GREAT mod offline for now, it looks like it is working on 100% :) i will later test it on my public linux server...

    Thank you PeNa. We always really value your feedback because it gives a clear message. We hope for 95%+ function because it was coded and tested and recoded and tested again until it became as close to highly stable as possible. Wishing you well with the Linux. 

  6. On 11/3/2020 at 10:51 AM, PeNa1979 said:

    I hope he will figure out why some weapons dont work...i love Snuffkins server-side mods !!!

    So for now, we have to be happy for Vehicles :)))

    PS : can not try nothing because im playing strictly without cheats on my own server !!! :)))

    Hi PeNa.

     

    Here is an expansion version which is in test phase and gives Snufkin's weapons stability as well as adding additional weapons.

    As it is still in testing phase, you may experience some issues with models. However, I think you will be surprised that this is quite rare. Some of the issues appear to be inherent to the game and there is not a great deal that can be done to stabilise it at the mod level.

     

  7. 7 minutes ago, Slawa said:

     

    #hype :D

    I wish. I needed to make a place marker so I could add the link to the readme files.

     

    It's all uploaded now though Slawa and I'm really glad you are here for that because you supported Snufkin from the very beginning with the base mod and continue to do so. Naturally you are credited as being part of the founding group because of timely bug finds, suggestions, and further development. Snufkin recognised that as do we all.

  8. Background and Introduction

    In April 2020 Snufkin presented us with 'Snufkin's Server Side WeaponS' which is brought to stability in this A19 Stable expansion version and acts as a base. The original concept was simple, incorporate customised weapons into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of weapons. These weapons are admittedly temperamental and buggy at times, more so than their partner vehicle mod, which Snufkin warned us about. For example, it is sometimes necessary to put the weapon back in the backpack and re-add it onto the tool belt if it looks out of place. More importantly though, they are dedicated server stable and server hosts have shared very positive feedback on that.

     

    Snufkin encouraged other modders to take a look at the xmls and see how underused functions could be applied to create these customised features. This Snufkin Weapons Xpansion has taken heed of that encouragement. Snufkin is currently taking a modding sabbatical but has been very open to allow the community to support and expand on the Snufkin line of server side mods and this adds to the Snufkin's Community Pack Server Side Vehicles which aims to be a community project and Snufkin's Server Side Custom Zombies which has been a community restoration and already has multiple variants which expand on the original.

     

    Snufkin Weapons Xpansion Pack - A20 Stable

     

    Download - https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17

     

    Snufkin Weapons Xpansion Pack - Loot Box Add On - A20 Stable
    This is an optional Loot Box Machine. It adds Green, Yellow, Red, and Purple Tickets, respectively Level 1 - 4, to Loot that can be Crafted into a Loot Box of the same corresponding colour. Each Loot Box contains a choice of different weapons that will be awarded with equal chance. The Green Level 1 Loot Box has lower powered weapons than the Purple Level 4 Loot Box. As such probability to find higher level tickets is lower. Players can also craft 10 tickets of 1 colour to make 1 ticket of the next corresponding level.
     

    https://github.com/arramus/Snufkin-Weapons-Xpansion-LootboxAddon-A20-2022February01

     

    The A19 version will remain here for players who wish to remain on that current Stable version. It is already bundled with the A19 Loot Box Add On.

     

    Snufkin Weapons Xpansion Pack - A19 Stable

     

    Download - https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021November20

     

    The Snufkin Weapons Xpansion has moved from testing to stable based on positive feedback after intensive testing in multiple community servers. Particular thanks to @BubbaJoe and @Dre who provided much feedback and in depth support in the initial release that continues to directly impact the final build. There are many other community servers out there that have provided valuable support through play testing and feedback, with this mod as standalone, or mixed with the Snufkin Zombies and Vehicles as the whole pack.

     

    Restoration and expansion has been a momentous task. Slawa and oakraven have been there from the beginning with the base mod restoration, but in this expansion Mod, oakraven has branched out from A18 base mod restoration to add additional weapons and features.

     

    There were untold changes that needed to be implemented for the A19 Stable build and they will not be listed here. However, you can always compare the A18 build files with the A19 build if you wish to make a comparison. The A20 update version had 13 primary updates to match loot box changes (Weapons can now only be found in Gun Safes and Wall/Desk Safes) and cosmetic updates. All weapons can be made up to Level 6 and the Loot Box Add On has not be added for A20.

     

    For now, here is what Snufkin Weapons Xpansion offers.

     

    1. Klak Attack Axe (oakraven)

    2. Glass Baseball Bat (oakraven)
    3. Star Baseball Bat (oakraven)
    3. Knife Baseball Bat (oakraven)
    5. Metal Bollard Club (oakraven)
    6. DCLXVI Zeus (oakraven)

    7. arramus Fire (oakraven)

    8. Dre X3 (weapons - oakraven / Dre X3 Clucker Round ammo by Dre)

    9. oakraven X11 (oakraven)

    10. Black Widow (oakraven)

    11. Turret lights for the Turret Auger and Default player turrets. (oakraven, Slawa, and arramus)

    12. Mod Hats/Clothing/Friends - A variety of hats/clothing/friends that can be placed in the paint slot in appropriate armor head gear for additional buffs. Mods have received localization to explain their function and use. (oakraven)

    13. Brainsaw (arramus with complete buff coding from oakraven)

    14. Hazard Spear (arramus - requested by Kaelhazard and others)

     

    15. All of Snufkin's Server Side WeaponS restored to A19 Stable and update to A20 (Snufkin with restoration by oakraven and of course Slawa who gave Snufkin so much support from the outset):

    Gamma Gun

    Newcomen

    Stricky Grenade

    Hyper Blaster

    Vampire Gauntlets

    Stun Grenade

    Turret Auger

    Balrog IX

    Kronos XII

    Vulcan

    Crimson Hunter

    Savery

    PP-19 Bizon

    Polearm

    Quad Shotgun

    Rail Gun

    Thor Hammer

    Crossbow Mag

     

    The Loot Box Add On is not essential for the Snufkin Weapons Xpansion Mod to run but adds an interesting complementary element that can enhance the experience. In addition, the Loot Box Add On will also increase your chances for acquiring these weapons through a ticket trading system. The Loot Box Add On will be bundled into the Snufkin Weapons Xpansion Mod folder once it has been updated.

     

    Installation

    For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions:

     

    1. If you've never installed a mod before, it is necessary to create a mod folder in the main directory, typically (\SteamLibrary\steamapps\common\7 Days To Die).
    If you have a custom install or your server host has modified the installation location, then you may have to explore.

     

    2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder.

     

    3. You can now drag the mod folder directly out of the zipped file and it can be placed directly into the Mods folder. However, there may be a top folder which you do not need. You are looking for a folder that contains a 'ModInfo' file. The folder holding that file will be the one you add to your Mods folder. If you add a folder above that nesting then the game will not be able to see the mod. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. Clear instructions on this stage are not possible due to different types of unzip application and their methods. However, this will become elementary once you've launched a few mods.

     

    Does this Mod need to be installed in the server/client host? = YES
    Do players also need to install this Mod? = NO

    The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. Enjoy.

     

    The oakraven X11 with powerful .44 Magnum rounds and an X11 propelled grenade reward on each 10th kill.

    20201112115842_1.thumb.jpg.297a9939b0b920f71c994a1901688388.jpg

     

    The DCLXVI Zeus - Fires plasma blasts with a mortar like release and low velocity causing electrical 'discomfort' upon impact. However, the fully charged blast emits a high velocity laser like beam with extreme accuracy but at the cost of setting up the shot. A weapon of precision and timing.

    20201103180020_1.thumb.jpg.fdd4c8da711953e71b7600d239d1cd72.jpg

     

    20201103120157_1.thumb.jpg.0c41dc2847d8ad70b24b98cf48b4c17a.jpg

     

    20201112115311_1.jpg

    20201122194552_1.jpg

  9. 4 hours ago, PeNa1979 said:

    I hope he will figure out why some weapons dont work...i love Snuffkins server-side mods !!!

    So for now, we have to be happy for Vehicles :)))

    PS : can not try nothing because im playing strictly without cheats on my own server !!! :)))

    Yes, PeNa. This is something we all really hope for as the weapons are just superb.

     

    Based on the posting history:

    1. Slawa has been working on restoring the original version to A19.

    2. oakraven has been supporting the restoration and also expanding on the original with his own weapon types which he kindly let me test. I shall ask him if we can share here for testing before it gets its own thread.

    3. Shoudenkalferas has also kindly looked at the files and helped restore to A19.2 even though there may be some things to tweak.

     

    If oakraven accepts, I'll try to list all the efforts that have been made so far so you can see which one is best for you at the moment.

    Our hope it the same as yours, a) A fully restored Snufkin Weapons for A19 - b) Possible expansions like with the vehicles.

     

    It's just nice to see Slawa, oakraven, and Shoudenkalferas make good progress to this point.

  10. 24 minutes ago, Sunbursts said:

    Yes, its happening every Blood Moon event


    1. BloodMoonEnemyCount is 14 at this moment
    2. 5-6 players in group
    3. No
    4. SDD
    5. 14gb
    6. I dont know, I rent the server

    Thank you Sunbursts.

     

    SSD gives you wonderful read/write times and if you had HDD it would probably crash even more. If it's a rented server I expect virtual paging is turned on by default. 14gb is also very sufficient as max load on a dedicated server rarely spikes above 4gb on standard settings unless you allow lots of players to join.

     

    I think the main issue is the BloodMoonEnemyCount. 14 will be per player in the group and this can be very overwhelming for the game even with regular zombies. With special Snufkin Zombies that are throwing fireballs and electric at players, these effects can really cause things to process slowly. Maybe you sometimes feel the game is pausing and stuttering when a lot of things are happening at the same time.

     

    Let's put it another way.

     

    I feel 7D2D is currently like a 1980s LADA vehicle (my family had one). It is amazingly strong and can last forever BUT you must understand its limits. If you push it past its limits it will break and need maintenance.

     

    There are two possible solutions for your setup:

     

    1. Reduce your BloodMoonEnemyCount to the suggested 8 and increase it 1 by 1 until you crash. After that, reduce it until things are stable.

    2. Keep 14 as your BloodMoonEnemyCount but reduce the probability of the Geist to appear in the entitygroups.xml file at the very bottom of the list in the feralHordeStage area.

     

    In fact, I also play with a group of 5 to 6 players and I had to reduce my BloodMoonEnemyCount to 7. This is because the game is not fully optimised and there is a lot of delay in spawning properly. Your hardware is great but the game is not optimised.

     

    Here is one further solution.

     

    3. Try this new entitygroups.xml. It will give you all 15 Snufkin Zombies for Blood Moon. This will reduce the amount of Geist characters appearing at the same time because there will be less probability from a larger choice for the game to select. entitygroups_Snufkin_Party.xml

     

    Rename the file to entitygroups.xml and place it in your Config folder after you backup your existing one.

     

    Please try to be a little gentler with the game until it is fully optimised.

  11. Here is an update to Snufkin's Custom Zombies - A19 Stable.

     

    https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Nov03

     

    This update considers the Parasite melee and buff. It is long overdue but was highlighted in the very first testing phase when restoring this mod for A19. In the A18 version of 7D2D we were able to to receive damage using a feature called HealthMaxModifierOT. This modified the players overall health by a set value 'Over Time'. This feature was removed for A19 to coincide with the new hit features such as lacerations and buff candy.

     

    It was essential to provide an alternative because she was only causing melee damage of 1 for every hit even though the flashing countdown red skull and countdown time may cause some initial disorientation. In essence, she was biting with blunt teeth. The restoration is as follows:

     

    - buffs.xml

    <passive_effect name="HealthMax" operation="base_subtract" value="15"/>

    This decreases players base health by 15 after a positive melee strike.


    <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$parasite" operation="set" value="5"/>

    This gives the player a 5 second countdown until health is restored to normal values after the first positive melee strike,


    <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$parasite" operation="add" value="10"/>

    However, if the second and subsequent melee attacks are positive hits while the initial 5 second counter is still active, a further 10 seconds are added to the countdown for each additional hit.

     

    - items.xml
    <property name="DamageEntity" value="10"/>

    This value allows the Parasite melee attack to cause 8 damage in addition to the above loss of base health.

     

    Here is an explanation for why these settings are applied for this update:

    These new values offer a balance to new low level players and experience higher level players.

     

    LOW LEVEL PLAYERS

    The first hit that reduces 15 base health to low level players is on a 5 second countdown until the value can be restored. This is a warning. A second and further positive hits increases the countdown by incremental 10 second steps. It would be wise for low level players to retreat at this point because restoring that 15 health when your base health is only between 100 to 125 on top of low natural healing and potentially limited bandages and first aid kits carries high risk of death. Furthermore, the Parasite has very strong restorative properties and the outcome is weighted towards her coming out victorious.

     

    HIGHER LEVEL PLAYERS

    For higher level players, the opposite applies as health, restorative potential, weapon strength, resources, and other factors can put the weighting towards a player victory. Even with the Parasite's restorative powers, she can be ultimately overwhelmed. However, if a high level player is also threatened by other zombies, they may also face hits that cause more than the Parasite's 8 damage as well as the new A19 features such as lacerations which can further decrease base health.

     

    In summary, a low level player should play it safe or time it carefully, while a high level player can come out victorious by using careful due diligence.

     

    I hope you can test this update and provide feedback on how you and your server regulars are finding it.

     

    Special thanks to @BubbaJoe for having the foresight to implement a variant to the above change but at a more sadistic level which apparently suits his regular server visitors. As always, the changes have been clearly documented to allow you to further customise to your heart's content. Let's see how it goes from here.

     

    entitygroups.xml expansion for mature servers (Snufkin Party Version)

    Adding to sadistic gameplay levels, here is a more challenging entitygroups.xml file that you may wish to try if your server has matured and the player base is at a high level of experience or game stage. It is called entitygroups_Snufkin_Party.xml. It needs to be renamed to entitygroups.xml and replace the default entitygroups.xml in the Config folder to become active.

     

    Using this file with allow Snufkin Zombies to become the rule rather than the exception.

    Regular groups have seen Snufkin Zombies set to a probability of 0.8 except Wendigo at 0.5. This is an 80 to 500 fold increase respectively. In addition, the Demolisher will appear in the Wasteland at night. This does not mean your server will be inundated with Snufkin Zombies because the groups they belong to are competing with regular zombies to spawn and many regular zombies appear at a higher probability. In addition, there are limits on how many can spawn at once. Therefore, you will see Snufkin Zombies much more often but not in horde numbers.

     

    However, the Blood Moon group sees quite a change:

     

    At present, there are a maximum of 10 Snufkin Zombies selected in the default Snufkin entitygroups.xml file for Blood Moon. GS1 to GS247 has 9 Snufkin Zombies. Archon, Undertaker, Cowhead, Parasite, Geist, Bomber, Scarecrow, Banshee, and Juggernaut. GS255 to GS4086 onwards adds Scorcher to complete the 10.

     

    This Snufkin Party version adds all 15 characters on the premise that Blood Moon brings out absolutely everything. GS1 to GS247 has the same 9 default Snufkin Zombies in addition to the Psycho and Siren to allow lower level players a gentler start. GS255 to GS4086 onwards adds the default Scorcher along with the remaining 3 characters; Wendigo, Mantis, and Wrestler.


    The lower HP or less disruptive characters receive a higher probability increase as game stage increases. The higher HP or more disruptive characters do receive a probability increase but at a more regulated pace as game stage increases. The Banshee and the Wrestler have seen particular regulation as they can be quite disruptive but will still make their presence felt.


    The default version was specifically set to be conservative and reflected player comments who could find things a little challenging. The default is a wonderful introduction for low level inexperienced players.

     

    Snufkin Party moves further along the spectrum to a more upper intermediate level for experienced players while still retaining balance.

     

    The default entitygroups.xml for Snufkin Zombies and the Snufkin Party version offer their own unique experiences and are but two of an infinite variety you can customise to match your own needs and specifications. entitygroups_Snufkin_Party.xml

  12. 12 minutes ago, Sunbursts said:

    it seems the zombieGeist is very bad guy.. server crash is very often. (A19-Stable-2020Oct28)

    I'm sorry to hear that Sunbursts because crashes are frustrating and even more so during a Blood Moon event.

     

    I would just like to confirm a few things.

     

    I assume this was during a Blood Moon event. (If it's all the time, please confirm)

     

    1. How many zombies are allowed to spawn at this time?

    2. How many players were together in the biggest group?

    3. Did you change the probability for Geist to spawn during a Blood Moon event.

    4. Are you using HDD or SDD?

    5. How much RAM are you using?

    6. Does your server have its virtual paging turned on?

     

    This will help us understand your environment at the exact moment of these crashes and help for any future crashes for other server hosts in the future as we can set recommended settings.

  13. @oakraven bring us the Hell Car as the first 'standard' car vehicle to Snufkin's Community Pack Server Side Vehicles.

     

    https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov2

     

    This vehicle has zero collision issues and is server stable. It was tested in the following sequence; SP > Dedicated Local > Dedicated Standalone Public and caused no immediate issues.

     

    What an offering it is, quirks and all. Bring your dog food!!!

     

    Apologies to the Admin at 7DAYSTODIEMODS for this recent flurry of activity and your need to update but these are too much fun hold back.

    https://7daystodiemods.com/snufkins-community-pack-server-side-vehicles/

     

    20201102111237_1.thumb.jpg.fe9a555f2bbace2808c2f3bee00861b3.jpg

     

    20201102100236_1.thumb.jpg.98f7d0a56ceaf45ae54acf310efb2169.jpg

     

  14. @BubbaJoe Thank you. You are very kind to share this as it can be a helpful workaround until a buff closer to the original can be explored. And if that isn’t possible, a best alternative like this as is or built upon gives the Parasite a fighting chance again. I never noticed her hits were only causing 1 damage with each hit because the flashing skull and other zombies around her at the time were distractions and getting in their own hits as well. 

  15. @oakraven adds to the Magic Bus with the Battle Bus.

     

    The Battle Bus is a 6 seater combat vehicle sporting internal/external lighting, decent decorations, and its special weapon; zombies get set alight upon impact. The ideal vehicle security system.

     

    https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov1

     

    This vehicle has the same background collision feature as the Army Truck and Magic Bus but is server stable.

     

    It was tested in the following sequence; SP > Dedicated Local > Dedicated Standalone Public and caused no immediate issues.

     

    20201101114227_1.thumb.jpg.139edc0f94cbefd0f67da5a76ca91f46.jpg

     

    20201101114121_1.thumb.jpg.45e88a70e93556f12b1127e8864ef7d7.jpg

  16. Just an update with the addition of the Magic Bus. This is a 6 seater road vehicle that takes the school bus and gives it a more dynamic existence.

     

    It carries the same type of collision as the Army Truck but can be placed as easily as any other vehicle.

     

    https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Oct31

     

    The process for release is typically a 3 step process to make sure things are running smoothly and cause no conflicts or major warnings. An SP run through is followed by a Dedicated Local Server run through with a last Public Dedicated Server test.

     

    20201031185013_1.thumb.jpg.b18fe64f4c82124d4207a7086d937551.jpg

  17. 4 hours ago, PeNa1979 said:

    mister Snuffkin I THANK YOU VERY MUUCH !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! and the others that helped with this too !!!!

     

    Now you have to update yours GREAT server-side weapons and i will have THE BEST SERVER EVER !!!!!!! :))))))))))))))))

     

    PS : all vehiculos now are working without any errors on public linux server...

    Thanks for sharing the feedback about stability on Linux servers because it’s an ideal environment for mods that might need a little extra resource. We have been careful to remember Linux needs ModInfo capitalization and may appreciate strings without breaks.

     

    Snufkin has certainly been good to us. 

  18. 1 hour ago, KiaKore said:

    Thank you so so so much, my team and i are loving this , thank you kindly !! you really have made our weekend, there are only 12 of us that play but we love it !

     

    one last question, if i want to add in some of these bosses to the wandering hordes which lines would i edit it entitygroups.xml ? as we would like to see them more often...

     

    We are all past game stage 300 so i think i would like to add them in when people pass gamestage 100.. any help would really be appreciated.

     

    Have a great weekend and thank you for all your help

    Add some extra bosses to the:

     

    <append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">

     

    and

     

    <append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">

     

    as the game will use these groups for regular wandering hordes and other groups as well.

     

    Consider changing the prob= setting from somewhere between prob="0.3" which is the same as zombieBiker and zombieNurse all the way up to prob="0.8" which will make them more of the rule than the exception. As the game sets a limit of only spawning a certain amount from the above groups based on Game Stage/Level it will still feel balance if lower level players join you. The higher level players will be ready for these appearances.

  19. 13 hours ago, Snufkin said:

    2) The gimmick of the Parasite was that she damaged your "MaxHealth". Since that stat is no more, now the enemy doesn't do damage at all.

    It looks like the HealthMaxModifierOT settings were possibly replaced with the new variety of woundings which also offer their own version of the health max modifier but with an instant damage effect on a countdown timer.

     

    To retain her unique trait I wonder if it's possible to:

     

    - Integrate her gimmick into the wounds max health modifier with a smaller but cumulative effect on each hit that will require the countdown timer or vitamins or something else to remove it.

    - Consider integrating her gimmick into the starvation system whereby the fullness meter decreases with each drain of 'energy' from a hit.

    - Integrate her gimmick into the stamina settings as she drains 'energy' via that mechanism.

     

    This is certainly not my forte and doing it is another thing.

  20. @BubbaJoe Can you share the code you used to decrease the overall max health and max stamina drain settings?

     

    I was considering to replace the HealthMaxModifierOT setting to the stamina equivelant StaminaMaxModifierOT but they have both been commented out of the official default buffs.xml and are no longer valid effects.

  21. 7 hours ago, Snufkin said:

    Hi I was out for a couple of days so I missed some stuff.

    1) I don't know if the Mischief Maker dev contacted you, but they backtracked because they found complicated to get the approval of more than one people.

    2) The gimmick of the Parasite was that she damaged your "MaxHealth". Since that stat is no more, now the enemy doesn't do damage at all.

    Hello Snufkin,

     

    1.The Mischief Maker developer didn't contact me directly. Alternatively, I just contacted the developer to explain that, in regards to any input I have offered, you have full rights on giving permission with this mod or any other mod you have created for now and the future. This removes any complication as it will be one person.

     

    2. The Parasite character needs a revisit for damage, thank you.

     

    ---------------------------

    Sent to the Mischief Maker

     

    Hello, my name is ############### and I go by the gaming user name arramus.

    I am the other party related to the Snufkin's Custom Zombie Mod. I am not the author of the mod but Snufkin kindly considered my input when giving permissions because I helped to restore it for 7D2D A19.

     

    I gave all permissions to Snufkin on how his mods are used, regardless of my input, and as such it is only necessary to ask Snufkin.
    That way it makes it much easier to get permission for any future builds or any of Snufkin's other mods such as the newly released Snufkin Vehicle Mod.

    If Snufkin has given you permission to use his mods already, then please consider that as sufficient and I hope this removes any complications going forward.

     

    To verify this message you will see a supporting posting here:
    https://community.7daystodie.com/topic/17992-snukfins-server-side-zsombies/?do=findComment&comment=406548

    Regards,

    ###############
    (arramus)

     

  22. 2 hours ago, KiaKore said:

    Hey Guys, im new here so please forgive my question im doing my best to learn this, were successfully running a private server with Bdubs vehicles and a bigger backpack mod. all is working well and we want to add this pack to our server, it being pure server side is great. thank you so much for all the hard work everyone has put in.

     

    So we are on the latest A19 build i believe and im about to install this mod.... however i need to understand what this means in the installation instructions

     

    INCLUDED IS THE NOBLOODMOON XML, just rename and replace the entitygroups.xml file.

     

    So my entitygroups.xml file is alot bigger than this contains alot more data.... will that remove things from the game ?

     

    The file i would be replacing would be located at ... C:\Users\Server\AppData\Roaming\7DaysToDie\Saves\NG21\NG21_Save\ConfigsDump is that correct ?

     

    Can someone give me some guidance on this when they get a moment please ?

     

    Thank you kindly and sorry if this seems silly, im new to this.

    entitygroups.xml 643.01 kB · 0 downloads

    Hi KiaKore and welcome to Snufkin Land.

    Here are some instructions as clearly as I can make them. If they are confusing at any point, just say and I can elaborate.

     

    Step 1. Install the latest Snufkin's Custom Zombies mod into your server Mods folder. (Make sure it has not created an extra folder if you unzip it to a new location.

    The top folder should contain the ModInfo file. If the unzip tool has created a folder within a folder followed by the ModInfo file it will not work)

     

    Step 2. Launch your server and Snufkin's Custom Zombies will become part of the environment.

     

    Honestly, it's as easy as that. The mod contains all the files you need for the Snufkin Custom Zombies to appear in regular game play and during a Blood Moon event. Please do not touch any files in your default game folder or user saves folder.

     

    The NOBLOODMOON file can be confusing if you are very new to Mods but it is for server hosts who do not want to have any Snufkin Zombies appear during a Blood Moon event. I assume you would like to see them appear and as such there is absolutely nothing for you to change as it's all been done for you.

     

    You will never need to make any amendments to the original default game files or the user saves folder as the Snufkin Custom Zombies mod is already making the changes it needs by itself.

     

    Have fun in there, and when you are ready to tweak the settings to increase/decrease their appearance or increase/decrease their Health, come back and ask.

  23. Background and Introduction

    In March 2020 Snufkin presented us with 'Snufkin's Server Side vehicleS' which is now A19 Stable. The concept was simple, incorporate customised vehicles into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of vehicles. These vehicles are admittedly temperamental and buggy at times, which Snufkin warned us about. For example, it is sometimes necessary to put the vehicle back on the toolbelt and set it down again if the customised effect has been removed for the vehicle owner or third parties. More importantly though, they are dedicated server stable and server hosts have shared very positive feedback on that.

     

    Snufkin encouraged other modders to take a look at the xmls and see how underused functions could be applied to create these customised features. This initial community pack has taken heed of that encouragement. Snufkin is currently taking a modding sabbatical but has been very open to allow the community to support and expand on the Snufkin line of server side mods and this adds to the Snufkin's Server Side Weapons which Slawa and oakraven have been restoring and Snufkin's Server Side Custom Zombies which has been a community restoration and already has multiple variants which expand on the original.

     

    Snufkin's Community Pack Server Side Vehicles

     

    Download - https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2021June12

     

    (Airborne vehicles using Blimp settings need to be filled with gas to get the sounds working)

     

    The Snufkin's Community Pack Server Side Vehicles is a growing collection of customised vehicles which consists of Snufkin's originals, with some A19 updates, alongside additional vehicles supported by the community. It would be nice to see this grow and live up to its name. We hope other community modders will consider adding to the collection.

     

    For now, here is what Snufkin's Community Pack Server Side Vehicles offers.

     

    1. Armored Car - 4 seater road vehicle (Snufkin)
    2. Army Truck - 6 seater road vehicle (Snufkin with stability and context edits by oakraven)
    3. Raft - 4 seater water vehicle (Snufkin)
    4. Sled - 1 seater road vehicle (Snufkin with additional comfort by oakraven)
    5. Jet Pack - 1 seater flying vehicle (Snufkin)
    6. Hell Beast - 2 seater road motorcycle (Snufkin)
    7. Parachute - 1 seater gliding descent vehicle (Snufkin)
    8. ATV - 2 seater road motorcycle (Snufkin with functionality fix by oakraven)
    9. Hell Hound 4x4 - 6 seater road vehicle (oakraven)
    10. Hell Fire - 2 seater road motorcycle (oakraven)
    11. Hell Spikey 4x4 - 6 seater road vehicle (oakraven)
    12. Hell Dog - 2 seater road motorcycle (oakraven)
    13. Shark Blimp - 2 seater flying shark (oakraven)
    14. Whirligig - 3 seater flying VTOL 'chopper' (arramus with kind permission from @bdubyah to use the settings for the MD-500 helicopter from Bdub's Vehicles)

    15. Magic Bus - 6 seater road vehicle (oakraven)

    16. Battle Bus - 6 seater road vehicle (oakraven)

    17. Hell Car - 4 seater road vehicle (oakraven)

    18. Bath Blimp - 1 seater flying bath (arramus)

    19. Battle Bus Drone - 6 seater flying vehicle (oakraven with assistance from arramus)

    20. PeNa 1979 Express - 4 seater flying vehicle (oakraven) - Thanks to PeNa1979 for play testing the Snufkin range of mods.

    21. Psyren Ride - 4 seater road vehicle (oakraven)
    22. Green Max - 4 seater road vehicle (oakraven)
    23. Red Max - 4 seater road vehicle (oakraven)

    24. Hell Piggy - 2 seater road vehicle (oakraven)

    25. Catfish Blimp - 1 seater flying cart (oakraven and arramus)

     

    Dre kindly puts the vehicles to test with his regular gaming party and focusses on ensuring the seating is oriented towards a full party for questing and looting adventures alongside general stability and function checks. Be warned, as with the original warning by Snufkin, these vehicles have their 'moments' and will not always perform as hoped. However, this pack does offer choice, and you can select a vehicle for your own style of gameplay if you want to venture away from the standard offerings.

     

    Here are just a few sample images to give a visual overview.

     

    The whole collection:

    20201204202908_1.thumb.jpg.355bb8a966e4110c2d04d2959c61c89e.jpg

     

    Anticlockwise from the ATV (which can perform turns while in the air but needs care while breaking unless you really want to do a quick 180 flip), Hell Fire, Hell Dog, and Hell Beast (which get some decent speed and can hop over a vehicle before performing a drifting stop, and Whirligig (offering the VTOL and speed burst of a chopper).

    20201027173957_1.thumb.jpg.206268f87a89ab83867fdf13b440f462.jpg

     

    From back to front, the raft is in the river (and gently follows the panning direction of the water if it isn't brought onto shore), with the parachute (requiring a high building and a gentle breeze), Hell Spikey 4x4 (which can carry a full party complement on a quest) and the Armored Car (offering added protection). Finally is the Shark Blimp (that can turbo ascend and descend like a rocket).

    20201027174019_1.thumb.jpg.3313f0e1e84cc9410e84e0c6c2f94d85.jpg

     

    With recent community support from server hosts such as @Dre and @BubbaJoe it has been possible to put all of the Snufkin mods through their paces to ensure they are server stable for A19 regardless of their eclectic idiosyncrasies. Recent observations from @h0tr0d and @Sunbursts have allowed us to explore patches and alternatives to bring better quality releases. If you would like to get involved in this particular expansion to Snufkin's mod then read on.

     

    Future Additions

    Please consider a few pointers if you have your own offerings to add to the community pack to ensure a smooth transition and ease of compilation before posting to this thread:

     

    1. Has the vehicle been successfully tested in the background within the existing pack?

    2. Does the vehicle have all the relevant assets such as a recipe, compatible formatting, and functionality?

    3. Are you sure your vehicle is release ready to your full satisfaction and not an impulsive decision?

    4. Can you accept that other modders may implement this pack into other mods or overhauls, albeit with permission requests and appropriate credits?

     

    As with the spirit of Snufkin's original concept and suggestions to the community, there is no stopping other modders from expanding on the originals in their own direction just as we are doing here. Let's see where this goes.

     

    Installation

    If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods.

     

    Does this Mod need to be installed in the server/client host? = YES

    Do players also need to install this Mod? = NO

     

    The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍

     

    20201119004445_1.thumb.jpg.c6d3ed73a62d92b669e9d0242f7988ab.jpg

     

     

    20201028105004_1.jpg

     

    20201121190800_1.thumb.jpg.f22986a0c4eebf01bf03075ad5fc30e7.jpg

     

     

    20201027173524_1.jpg

  24. 1 hour ago, sneakpeak said:

    entityclasses.xml line 187

     

    <property name="HandItem" value="meleeHandGeits"/>

     

    I'm not sure if it's intentional but this seems to be a typo, comparing to base mod naming it should be meleeHandGeist

    [edit]

    A typo without a doubt. Spawning geist throws an error loop, changing this line fixes it.

    Thank you sneakpeak. That was actually my error for not correcting that typo. Snufkin had the typo in the original and I changed it for the updated version with the correct spelling. However, the mark of Snufkin's genius in things was to carry that typo into some other areas but not all. It meant it worked functionally even with the typos in certain parts. My corrections brought errors to the ADD ON and now I shall correct it.

     

    Corrected to:

    <property name="HandItem" value="meleeHandGeist"/> and amended in the same release as Github is good about things like that.

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